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Messages - ManicMiner

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1
Discussion / Re: 2.5 sucks completely
« on: April 28, 2013, 01:03:04 pm »
Hi

I started the Mary Sue thread and haven't posted much since so just to quickly summarize where we are from my POV - constructively!

Firstly I like the weight enhancements and the simplification of the weapons classes / skills (IMO "heavy" + "High Explosive" made better sense if merged). The AI and game rules are, IMO, overcomplicating things and this is where some of the issues crop up.

Perhaps the answer is to have a sanity check on how the gameplay can be made a bit more intuitive. A good start would be to ensure heavy/HE weapons need to be two-handed across the board. Anything designed to be held in one hand shouldn't be "heavy".

RF should be a dual concept thing: reacting to an unexpected enemy appearance, AND "lying in wait". At the moment it's all of the former, none of the latter.

I'd like to see the RF modes set to either. So, for example, sniper shots given an accuracy boost if the soldier is holding the weapon "2-handed" AND knelt/lying down at the end of the round if he/she is "lying in wait" rather than standard RF but there should be a time penalty for enabling that mode in addition to having enough movement points left over to pull off an aimed shot with an accuracy boost.

Standard RF should apply if an alien walks into view and shoots at your grunt who just happens to be holding a laser rifle in one hand so he/she can retaliate. Only snap shots or "spray shots" should be used unless the soldier is armed with a light one-handed weapon like a plasma pistol. No human or alien should be able to pull off a sniper shot or an aimed shot when shooting a heavy/2 handed weapon from the hip while standing up.

The aliens should be subjected to these exact same conditions.

Secondly the aliens should have one penalty than your grunts don't because your grunts should have the element of surprise and have a good idea where they'll be in relation to the dropship, whereas even if they are expecting organised resistance the aliens have other mission goals, like terrorizing citizens and rounding up cattle.

So if you've got an alien with a grenade in one hand and a heavy weapon in the other walking out of a building and seeing the dropship in Round One, it shouldn't be able to pull off a pinpoint-accurate aimed shot in the Round 2 RF unless it's dropped the item in the other hand, knelt down and preserved enough TUs to actually perform that shot after its round has ended.

Or something like that.

2
Tactics / Mary Sue Aliens
« on: December 03, 2012, 11:41:01 pm »
Is it me?

I've started a new game to clear off the weight issue and all's been fine till the new aliens appeared at the same time as the needler. These aliens appear to be able to walk 30 units, shoot a volley at the dropship with >90% accuracy, and they STILL have time left over to reaction-fire to death anyone who takes a footstep at the end of their round. I lost five of my best troops before the end of round 2 because no sooner had they stepped clear of the dropship they were cut down by volleys of crossfire from aliens that were halfway across the other side of a large map!

3
Discussion / Re: Alien Activity
« on: August 27, 2012, 01:29:38 pm »
How many based do you have? Typically you need at least three with working radars to pick up on stuff but on the default difficulty level you might not see anything bigger than a harvester until you've spent more than six months in the game - and that's not including the fact some ship appearances seem to be triggered by research levels.

Just as an idea, is the alien interest "balanced" per region later in the game so that (for example) if you have a base which routinely shoots down everything that goes near it the aliens have very high interest in it for terror missions, base assaults and infiltrations but don't fly supply ships into that area without sending heavily armed escort ships as well?

Conversely, it'd make sense if any part of the map not so well patrolled by Earth defences were used increasingly frequently by scouts, supply ships and harvesting missions late into the game because the window of opportunity for their missions to succeed without detection is being focused into ever smaller areas of the map.


4
Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: August 11, 2012, 11:47:14 pm »
Ta!

5
Offtopic / Re: Possible game related fraud on Ebay
« on: August 03, 2012, 10:06:49 pm »
There's someone selling it on eBay for £2.99 in the UK but they make it clear:

"My charges is for my services only, like cost of the cd-r and the time to send the cd-r to you.  Items contained on this cd-r under of the gnu license or can be freely downloaded from net, this listing is fully compliant with EBAYS'S Vero programme."

I do raise an eyebrow at this statement: "You get 100% fully working software" isn't qualified to say the game is a work in progress.

6
Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: July 29, 2012, 01:47:56 pm »
Works fine on mine too. 50% of the time anyway...

7
Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: July 23, 2012, 05:05:37 pm »
No, I have 87GB free.

8
Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: July 22, 2012, 02:37:10 pm »
Hi,

I never did get to the bottom of the GIT errors but after several attempts I did eventually manage to get it going. I now get different issues during compiles. Sometimes it compiles with warnings but completes OK, other times it errors out.

I have attached the latest one that failed.


9
Thanks.

I'm playing from regular recompiles (maps and all) with most graphics options turned down or off during gameplay although that doesn't make much difference - I get the same issues whether I've got everything maxed out or not.

Platform and maps are compiling on my laptop, Core2, GCC optimize 1, sse4.1. I also have a triple-core AMD system with 8GB RAM which has been optimized for that CPU but I'm away from home right now so can't confirm the settings.

Both are using ufoai_win32 configure 1.1.2 build tool, and both are running Windows 7 x64 edition.

10
Guys - just to append to this, there's an issue raised in the 2.4 bug thread which may be related to reaction fire and alien panic but until I can reproduce it I can't send the logs over.

This is probably a dumb question, but while it benefits the project to send over the tracelogs, screenshots and saved games, it's not much fun having to restart a mission 5 or 6 times before I play it without seeing alien reaction fire (especially with needler) or alien panic forcing me to restart it - and I don't think the traces I'm seeing are as informative as they ought to be to help someone figure out what's locking it up.

Are there any commands that can be typed into the trace window to enable more watchers? Or failing that how easy would it be to put in a 10 minute timeout on an alien round after which point it logs "round never ended" and dumps all pertinent data into the trace before doing a cleanup and ending the round?

11
I've seen this on 2.5 in the last week, but only once and I forgot to look at the logs. On that occasion the alien being shot crouched down, so I wonder if there's something strange going on with reaction fire events and alien panics. If it happens again I'll post screenshots, save and trace.

12
Bugs in stable version (2.5) / Battlescape issues in Terror mission
« on: July 08, 2012, 01:04:33 pm »
    Hi,

    Sorry for the vagueness of this, but with the attached savegame I get a range of different issues every time I play the terror mission in the Italy map - for instance

    • If an unseen alien panics their round never ends and the mission has to be aborted
    • Certain weapon uses during alien round seem to cause a crash-out to the desktop
    • The "empty hand" issue

    Even with the game fully recompiled from source on 8th July 2012 these issues can be reproduced simply by aborting and reloading the saved game, but the bugs can vary depending on which aliens with which weapons are spawned in the mission. When I play any of the other missions I don't have any problems - it's just with the terror mission. I could've uploaded the logs but I thought it might be more useful for anyone troubleshooting those problems to just test the saved game repeatedly and reproduce the bugs themselves.

13
Tactics / Re: Hoverbots. AARGH!
« on: June 22, 2012, 10:26:54 pm »
Here are a couple... The close-up is from Round 1 and the others are from Round 2. As you can see my grunts have taken a punishing but on this occasion I got lucky with the flamethrower.


14
Tactics / Re: Hoverbots. AARGH!
« on: June 21, 2012, 09:11:11 pm »
It's the combat ones I'm talking about. I have grenade and rocket launchers.

There's one map where one combat hoverbot has a habit of spawning on the rooftop adjacent to the craft but when that happens there's usually another 2 or 3 of them in the next building down and they consistently kill 2-3 of my squad as soon as I hit "End Turn".

15
Tactics / Hoverbots. AARGH!
« on: June 21, 2012, 01:05:44 am »
How do you ever complete a mission with three or more of these things?

Usually, one of these things crosses over a rooftop and strafes my squad at the end of round one - and then gets another couple of reaction shots in. I've had four seasoned warriors killed before any of them's had a chance to shoot back.

I know one good shot from a plasma rifle takes them down but it's a miracle if my soldiers live long enough to take it out, considering they sit around like idiots waiting to be killed instead of using their reaction times. With three of these things appearing in buildings and on rooftops it's almost impossible.

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